December 1st: The Portal Opens – Behold the Spirit of Wintermas
5 AM. Introducing for GMs of MM 2.7: Using the MoZ and HH rules in December is the new Spirit of Wintermas here!
The coffee is poured. The map is unrolled. The calendar has turned.
Good morning, and welcome to December. Welcome to the Winter Wonderlands of Thrivaldi.
Yesterday, I told you that we were embarking on a journey where the Cold is the enemy and the Hearth Fire is the only defense. But a setting as vast and magical as Thrivaldi needs a ruler—a force that embodies the very essence of the season.
Today, for the Game Masters of Monsters! Monsters! 2.7, I am unveiling the ultimate GMPC (Game Master Persona Character) An Icon. This entity is the spiritual anchor of our new campaign.
We aren't just fighting monsters this month; we are witnessing miracles. I wanted to create an entity that represents the "Thrice-Mighty" power sources: The Holy Spirit, The Christmas Spirit, and the collective energy of World Holidays.
Meet the Spirit of Wintermas.
Angela Head has created a special Game Master Screen image for you to download and use at your table. It contains every rule, table, and stat you need to run this entity and the Wintermas setting.
As you can see from the image above, the Spirit of Wintermas is a divine force of light and warmth, a powerful counter to the frozen darkness of Thrivaldi.
Role & Power: This is a Divine Force and Ultimate Aid. The Spirit is a non-engageable entity, immune to physical damage, with a massive Monster Rating of 5,500. Their purpose is not to fight, but to empower.
Core Abilities: The Spirit can grant massive boosts, such as the Wintermas Aid (+10 WIZ SR or restore 500 WIZ points) and is an ever-present source of truth and judgment.
The Chaos of Winter: The image also details the Wild Magic Winter Wonderland Table, a 3d6 chart of chaotic effects ranging from helpful (Icy Arsenal, Ice Shield) to hilarious (Insulting Snowman) to catastrophic (Potted Poinsettia).
Controlling the Elements: The Weather Control Table allows the GM to set the scene, from Clear Skies to a devastating Great Blizzard.
The Silent Killer: Most importantly, the Hypothermia & Frostbite Rules are clearly laid out. The cold is a constant threat, and the only cure is the Hearth Fire Mechanic—gathering together to share a story and restore the party's fortitude.
This is the power we are dealing with. As we move through December, keep this stat block handy. The Spirit of Wintermas is the ultimate "Hearth Fire." When the cold gets too deep and the monsters get too strong, this is the force that keeps the light burning.
Grab your dice. The portal is open. Wintermas has begun for the month of December in 2025!
Here is the Add-On Blog Post to follow up your previous one. It includes the renamed table and specific GM notes on how to implement this "Gift Giving" mechanic at the start of the adventure.
Update: The Spirit is Generous – The Gifts of Wintermas
🎁 THE GIFTS OF WINTERMAS: Player Kindred Artifact Table (3d6)
| 3d6 Roll | Artifact Name | MM 2.7 Rules and Description | Targeted Kindred/Focus |
| 3 | The Twirling Golem Key | Missile weapon (L2 SR vs. DEX to hit) deals 3 Adding Damage. Can spend 3 ST on hit for a Level 5 SR vs. IQ or the target is Stunned. | Dwelves |
| 4 | Staff of the Tundra Herbalist | Missile weapon (L2 SR vs. DEX to hit). Successful hit forces Level 5 SR vs. IQ or the target's IQ is temporarily reduced by -2. | Healer/Scholar |
| 5 | The Bone-Spike Bracers | Melee enhancement. Grants a permanent +3 to Combat Adds. Can spend 4 ST for an extra 2 Adding Damage (2D6) on hit. | Sabortooth Yeti Hybrid |
| 6 | The Colossus Javelin | Missile weapon that deals 6D6 damage. Can spend 5 ST on hit to instantly Immobilize the target (Open-Ended ST SR vs. L7 to break free). | Ice Giant |
| 7 | The Great Maul of Wintermas' Fury | Melee weapon (5D6 + 4 Adding Damage). If used with Horn Gore, the target must make a Level 6 SR vs. ST or be Knocked Prone. | Tygerian Horn Warrior Clan |
| 8 | The Ice-Mason's Blasting Hammer | Missile weapon (L2 SR vs. DEX to hit) deals 3 Adding Damage. Catastrophic miss can cause an Ice Avalanche (L4 SR vs. DEX or take 3D6 blunt damage). | Dwelves/Mason |
| 9 | The Bow of Havashar's Light | Missile weapon that deals 3 Adding Damage (Energy). Always passes the L1 SR (hits stationary target). Havashar Power (5 Adding Damage) ignores AC. | Tygerian Moon Elves |
| 10 | Frost-Harpoon of Wintermas' Hunter | Missile weapon (L2 SR vs. DEX to hit) deals 4 Adding Damage. Can spend 2 ST on hit for a Level 5 SR vs. ST or the target is Slowed. | Tygerian Horn Ice Fisherman |
| 11 | The Frost Serpent's Venom Spitter | Missile weapon deals 5 Adding Damage (Cold/Acid). Rolling a 6 forces a Level 5 SR vs. CON or the target's AC drops by -1. | Wyrmling Serpent Hybrid |
| 12 | The Harpoon of the Frost-Hunter | Missile weapon deals 4 Adding Damage. On hit, forces a Level 4 SR vs. ST or the monster's movement speed is halved. | General Hunter |
| 13 | The Silver Flask of Spirits | Missile weapon (L2 SR vs. DEX to hit). Deals 4 Adding Damage (Fire). Splash deals 1D6 to adjacent creatures (L3 SR vs. DEX to halve). | Merchant/Innkeeper |
| 14 | Evergreen Quarterstaff | A simple +1 quarterstaff that is immune to fire damage and always has a pleasant pine scent. | General Weapon |
| 15 | Boots of the Winterlands | Allows the wearer to traverse icy surfaces effortlessly and grants immunity to the effects of extreme cold. | General Mobility |
| 16 | Glacial Dagger | A slender dagger that deals normal damage plus 1 Adding Damage of Cold on a hit. | General Weapon |
| 17 | Pipes of Good Cheer | When played (Action), all creatures within 15 feet must make a Level 6 SR vs. IQ or lose their next turn dancing/singing. | General Utility |
| 18 | Shroud of Ethereal Cold | Grants Resistance to all Cold/Energy Damage. Once per fight, can become Ethereal for 1 round (L4 SR vs. Luck to activate). | General Defense |
Monday, December 1, 2025
ADDENDUM: I realized I almost sent you into the frozen wastes of Thrivaldi with nothing but your coats and your wits. But Wintermas is a time of giving, and the Spirit of Wintermas is nothing if not generous.
For GMs running this campaign, we are introducing a special mechanic to kick off the adventure: The Gift Giving.
Before the party steps out into the cold, or perhaps when they wake up on the morning of their journey, each player receives a blessing. This isn't loot they found in a dungeon; this is a divine gift tailored to the chaos of the season.
GM NOTES: HOW TO USE THIS TABLE
The One-Roll Rule: Have each player roll 3d6 once at the start of the Wintermas module. The result is the specific artifact gifted to them by the Spirit.
Kindred Affinity: The table lists a "Targeted Kindred." If a player rolls an item meant for a specific Kindred (like a Dwelf or a Sabortooth Hybrid) and they are that Kindred, the item operates at full power. If they are not, the item still functions, but perhaps with a quirky cosmetic effect or a slightly higher SR to activate.
The Spirit's Logic: These items are magical and durable. They are designed to help the players survive the specific threats of Thrivaldi (Cold, Ice Giants, and gloom).
Here is the official MM 2.7 loot table for the season.
Use these gifts wisely. Thrivaldi is dangerous, but with the Spirit on your side (and a good hammer in your hand), you might just survive the long night.
Happy rolling, and Merry Wintermas!
Yours Captain Hedges


